Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: CarstenT

Page 1 of 4 1 2 3 4

Search: Search took 0.01 seconds.

  1. Thread: ordering code

    by CarstenT
    Replies
    2
    Views
    414

    hi Reinhardt, Yes, I'm having compilation...

    hi Reinhardt,
    Yes, I'm having compilation issues. I've tried out opengl-code for a while, to get a gist of the whole thing. It works, but it's a mess, so I've desided to use it as a copy/paste base...
  2. Thread: ordering code

    by CarstenT
    Replies
    2
    Views
    414

    ordering code

    Hi all,
    I've started at a fresh to order my opengl code. It's panned out in a lot of auxillery-stuf, but everytime I employ opengl-stuff the compiling does not respond as expected.
    I've ordered my...
  3. Replies
    0
    Views
    229

    geometric hit-testing solution

    Hi all,
    I'll pop as solution to a question that most of you will ask yourself sooner or later. It's a hit-test alternative to reading an extra depth-buffer. It uses a C++ function object which is...
  4. Replies
    2
    Views
    460

    Hi Paola, I'm sorry for taking so long to...

    Hi Paola,
    I'm sorry for taking so long to respond to you, but .. this is actually my third response! The first was written before I realized that I actually uses flips between glUseProgram(..) with...
  5. it sounds like an off-by-one error .. check all...

    it sounds like an off-by-one error .. check all your counts and sizes
  6. Replies
    2
    Views
    460

    cheep/expensive calls?

    Hi good people,

    I'm using a 32 bit executable of Code::Blocks ver. 12.11, glew, GLFW3 and OpenGL 3.3 with a core profile.

    In "OpenGL Shading Language" ver.3 page 209 the author writes:
    quote...
  7. Replies
    7
    Views
    740

    for what it's worth: A few years ago I noticed...

    for what it's worth:
    A few years ago I noticed that MIT had a free online course on openGL - I tried to pursue it last year, but it was no longer available.
  8. Replies
    2
    Views
    879

    mhagain, thanks for the concise reply.

    mhagain,
    thanks for the concise reply.
  9. Replies
    2
    Views
    879

    glewExperimental

    hi,

    What is it about glewExperimental? It's the magic ingrediens for things that doesn't work, but where's the difference between ordinary GLEW and glewExperimental? Is it some shady...
  10. yes, but what? As for the destructor it's called...

    yes, but what?
    As for the destructor it's called implictly .. and it'll have to take an advanced programmer to figure out why it cannot go through with the deletion.

    void myFunc( vector<unsigned...
  11. passing data, the indicesbuffer, vectors & runtime-error

    I'll take my chance to pop a strictly c/c++ problem ... sorry if it's a problem.
    I gather a varied set of indices for minor geometric primitives and they go into the indices-buffer .. and a vector...
  12. Replies
    5
    Views
    1,758

    Thanks for the input. The performance-penalty was...

    Thanks for the input. The performance-penalty was not a fig of my imagination then. Alexandar, it's not so much a particular task, but rather a potential for problem-solving in general. As a newb I'm...
  13. Replies
    5
    Views
    1,758

    geometry-shader .. just, how slow?

    Hi all,
    My first 3d was terrain-data. Pretty easy, all things considered. To cope with the excessive data I tried to involve the geometry-shader. The framerate dropped to 20-30 % by just using the...
  14. Replies
    1
    Views
    1,289

    hi all, ok, fixed it! glMapBufferRange() takes...

    hi all,
    ok, fixed it! glMapBufferRange() takes byte-offsets and length, but the (GLfloat*)positions takes ... floats
  15. Replies
    1
    Views
    1,289

    glMapBufferRange() ...dynamic drawing?

    Hi All,
    I've got an app that works well on static data, and it's time to try to work on data click'ed in and dragged by the mouse. I've made the assumption that glMapBufferRange would fit the...
  16. Replies
    2
    Views
    752

    Hi reto.koradi, I'll have a look at it. I'm...

    Hi reto.koradi,
    I'll have a look at it.
    I'm using a texture_rectangle and I believe that it has a limited set of texture-parameters to choose from .. but, We'll see. The problem is in the...
  17. Replies
    2
    Views
    752

    globe-texture without a seam?

    Hi all,

    I'm beginning to wear thin on how to avoid a seam when making 'the blue planet', pasting a texture on a spheric set of vectors.
    What's the magic ingredient?
    I'm running through 180 sets...
  18. Replies
    2
    Views
    985

    hi aqnuep, thanks. .. I figured it would be...

    hi aqnuep, thanks. .. I figured it would be something like that
  19. Replies
    2
    Views
    985

    draw line, line-size ... opengl 3.3 ?

    Hi all,
    I cannot seem to find a way to produce a line thicker than one pixel. Is this abillity disabled in the core-forward compabillity-profile of OpenGL 3.3?
    The lines I use does not seem to be...
  20. Replies
    2
    Views
    991

    Hi Brokenmind, Thanks for taking the time. It's...

    Hi Brokenmind,
    Thanks for taking the time. It's really nice to have some correct code. I've been spending way too much time on it. Anyway, I went home and did something that must be somewhat...
  21. Replies
    2
    Views
    991

    opengl dependent on handed-ness?

    Hi,

    I've flipped the usual righanded coordinatesystem to a lefthanded by inserting an 'almost' diagonal matrix between the cameraMatrix and the projectionMatrix, setting the z-component to -1. My...
  22. Thanks nenad, I think that I've got the gist! ...

    Thanks nenad,
    I think that I've got the gist!
    Enough to work with for a while.
  23. Hi nenad, Ok, I've copy/pasted some of my...

    Hi nenad,


    Ok, I've copy/pasted some of my functional code into the program. First task is compiling a shader

    vertShader = glCreateShader(GL_VERTEX_SHADER);

    GL_VERTEX_SHADER is not...
  24. Hi Dan, I tried both the device-context and...

    Hi Dan,

    I tried both the device-context and the render-context. Both gives a compiler warning (as described above), but compile. The output is an empty string.
    I added the function
    const char...
  25. Hi nenad; Well seen! Yes, it compiles but now...

    Hi nenad;

    Well seen! Yes, it compiles but now complains on "too few arguments" for function wglGetExtensionsStringARB().
    I added the device-context, hDC as argument. The compiler warning is that...
Results 1 to 25 of 77
Page 1 of 4 1 2 3 4